Tips for creating games with Unreal Engine 4 in CLion

C++ game development is strongly linked with Unreal Engine 4, one of the most popular and widely spread C++ game engines. It is no surprise that we are getting lots of requests about UE4 setup within CLion. In this blog post we’ll share our own experience along with a couple of tips and useful links.

Background

The story started some time ago when one of our team members decided to try UE4. As you may know, CLion relies heavily on CMake project model, so it was crucial to get a CMake-based UE4 project. The official Linux-only CMake generator for UE4 projects had existed for some time, but it wasn’t perfect and more importantly, limited to Linux. Philipp Smorygo from the AppCode/CLion team investigated the source of this problem and contributed to Unreal Engine repository with his CMake + UE4 changes. You can read about his experience in his own blog.

While this approach worked, it still brought lots of performance problems. Mostly because the CMakeLists.txt used add_custom_target() commands for nearly everything, making it impossible for CLion to understand the project structure correctly. Also, with this approach CLion has to index and build symbols for the entire engine sources, not just necessary headers and source files, which leads to high CPU usage and really long initial project indexing stage.

Recently we found out some good work had been done by the community and decided to give UE4 another try. And guess what, things are much simpler now! There is even a 3rd-party plugin (thanks to our users!) that creates a fully flushed out CMakeList file for use with CLion, adding intellisense, compiler definitions, etc.

Setup

Short instructions on how to get started with UE4 in CLion:

  1. Get the engine
    • Register at Epic Games and download the Epic Games Launcher.
    • Run it and let it download all the necessary Unreal Engine 4 binaries for you.
    • Create or open your project with UE4 Editor to generate an *.uproject file.
  2. Get Mono
    • Download and install Mono to be able to launch on Linux and macOS.
  3. Get CLionSourceCodeAccess plugin for UE4
    • Download the plugin sources from GitHub.
    • Follow the instructions on the plugin’s wiki to setup the plugin. After the plugin is built, you’ll need to provide paths to C/C++ compilers, CLion itself and Mono:
      plugins_settings

      Then you can set it up as source code accessor:
      general_settings

  4. Now simply call Open CLion from the UE4 Editor menu. CMake project structure will be generated for you automatically on this step.
    open_clion_menu

Now you can use CLion for your UE4 project and enjoy all of its features!
ue4_nav

Plugin also generates custom targets for building and cleaning your game. Fake target is added for CLion needs to make all the intellisense possible.

Unreal Engine 4 SDK Support plugin

If you write games with UE4 in CLion, you may also find useful an Unreal Engine 4 SDK Support plugin from Philipp, our team member. To install it, go to Preferences/Settings | Plugins and Browse repository to search for it:
ue4_plugin

The plugin adds extra completion options for reflection specifiers, which CLion is unable to provide by default:
ue4_completion

Performance and known issues

Our experience shows that initial indexing time is acceptable, as the CMake project model generated this way allows CLion not to index and build symbols for the entire engine source, but only for necessary engine headers and source files.

Besides, recent CLion 2016.3 EAP build brought a significant performance improvement for reopening the project that was already indexed once in CLion. As our tests show it takes seconds instead of minutes on Unreal Engine sources themselves.

However, we still recommend that you increase the amount of memory used by CLion, or at least check the real usage by switching on the memory indicator (Preferences/Settings | Appearance & Behavior | Appearance | Show memory indicator).

As for the CLionSourceCodeAccess plugin, we’ve tested it on macOS. On Windows there is an issue for MinGW and Cygwin toolchains. CLion’s part will be addressed in CLion 2017.1 EAP, but there is still some internal command line length limitation coming from the toolchain. Probably, MSVC support, which we plan for 2017.1, will resolve this as well.

We’ll appreciate your feedback on the whole workflow and both plugins! Let us know in the comments section below.

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55 Responses to Tips for creating games with Unreal Engine 4 in CLion

  1. Vladimir says:

    Thank you VERY MUCH! Exactly what I need – instruction for all tools in one place.

  2. Michael Lojkovic says:

    It’s nice. Currently, on Linux it looks like the plugin doesn’t update the CMakeLists.txt to include classes created through the Unreal menus.

    I have to manually run:

    GenerateProjectFiles.sh -project=”‘/path/to/project/project.uproject'” -game -engine

    I’ve been using that method for awhile without issue. I just don’t know if UHT still generates the same CMakeLists.txt, as the plugin.

    • Anastasia Kazakova says:

      That’s interesting, thanks for the feedback. We’ll share with the plugin’s author.

    • Philipp Smorygo says:

      CMakeLists.txt generated by GenerateProjectFiles.sh is totally different from one created by plugin.

      As far as I found out, the plugin can rebuild CMakeLists.txt manually. Check File -> Generate CMakeList item in UE4 Editor menu.

  3. Alexander Novinskiy says:

    Are you planning to introduce support for other game engines such as Unity and CryEngine?

    • Anastasia Kazakova says:

      CryEngine works out of the box, since it’s a CMake based solution.
      Unity is on C# so it’s for Rider/ReSharper more than for CLion.

  4. Looks like the performance definitely improved in the new EAP when reloading changes for CMakeLists.txt – thanks!

    One thing to note is that there’s currently another issue that is breaking most inspection/code completion I’m running into on UE4 projects in the latest EAP. I found someone else reported the issue here: https://youtrack.jetbrains.com/issue/CPP-7890

    I’m currently looking for workarounds.
    I did get CLion working with UE4 a while back by doing some tangential UnrealBuildTool edits to those suggested in Philipp’s very helpful blog post – except of course there were performance issues to deal with (which appear to be fixed now). Probably I’ll try getting it to work this way if modifying the plugin to generate CMake files with less targets doesn’t help, etc.

    • Anastasia Kazakova says:

      Thanks for the comment. The problem doesn’t depend on the way you use to generate CMake for UE4. We need to check if it’s really a regression or not first.
      By the way, have you tried encreasing the xmx value (not xss)?

  5. How long does it take to build Symbols? I am using CLion on MacBook pro retina(16GB RAM, SSD)….It takes too long

    Also do I need to manually paste plugin to every game project? Can’t I have once in all solution?

    • Anastasia Kazakova says:

      If you are building symbols first time ever it takes quite a lot since UE4 files need to be indexed. Reopen will work much quicker of course.

      CLionSourceCodeAccess is made as a per project plugin. However you can completely skip it if you have a CMake project for your game already.

  6. Tom - Henry Coursow says:

    Tried it some days ago on Windows. It seemed to work until I realy clicked “Open CLion” (so building the plugin worked with some workarounds before, which I commited to the plugin repo).

    But as Clion opened up… it did not recognized any UE4 includes…
    And non of the build configurations worked…
    But this is by far the best try I had in setting up clion for unreal.
    Hope there will be a fix as well in the future to get everything running

    • Anastasia Kazakova says:

      That’s interesting. We’ll check a bit later if something can be done and also ping the plugin authors if they can help.

    • We just merged in a PR from Michael Holmes which fixed the plugin working on Windows :)

      • Anastasia Kazakova says:

        Glad to know! Thanks for being that quick

      • Nathan Voglsam says:

        Yeah I seem to still be getting this error. I’m using the latest version of this plugin but for some reason CLion refuses to load any includes outside of the project. I’ve commented on an issue on the github for the plugin (https://github.com/dotBunny/CLionSourceCodeAccess/issues/26) with as much info as I can get. I’ve tried going through and converting all the \ to / in all the .cmake includes but that doesn’t seem to yield any differing results.

        Based on it throwing no such file/directory i’m going to guess that either a folder is missing or it won’t load off of the drive for some reason. The G:\ drive is a windows software RAID 0 array so maybe that is causing issues?

        I’ve been trying for weeks to get UE4 working with CLion as I cant stand how slow Visual Studio is, even when using Resharper C++ (Which is a great help but I’m much more comfortable with CLion/IntelliJ platform IDEs).

    • Tom - Henry Coursow says:

      Clion still does not detect any UE4 includes :/
      Any updates on this topic?

      • Anastasia Kazakova says:

        I’ll try to check the plugin a bit later. Sorry, don’t have time for this right now, but will do my best to look this week.

  7. I have added a new Component(Cpp class) PositionReporter to a chair just to show a DebugLog. But when CLion opens up that file. Entire .h & .cpp are red. Errors…….CLion doesn’t recognise code

    Please have a look at the error image: http://i1313.photobucket.com/albums/t557/cooldudeabhi/Screen%20Shot%202016-11-12%20at%2012.12.40%20AM_zps9hfflcj7.png

  8. Gabriel Meneses says:

    So does the UE4 plug-in for CLion actually work as in I can make all of my games with this plug-in?

    • Anastasia Kazakova says:

      Do you mean a plugin to CLion or to UE? There is a plugin for UE that allows open project in CLion and generate proper CMake. And there is also a plugin to CLion that provides more profound completion.

  9. Can you fix this issue? I wish to compile my project from within CLion https://github.com/dotBunny/CLionSourceCodeAccess/issues/29

    Can you edit this blog & that relevant information on how to do that?

  10. JayT says:

    Does anybody know what does it mean? I try to use CLion on windows, and this is what I get when using Cygwin…

    C:\Users\tobol\.CLion2016.3\system\cygwin_cmake\bin\cmake.exe -DCMAKE_BUILD_TYPE=Debug -DCMAKE_LEGACY_CYGWIN_WIN32=0 -G “CodeBlocks – Unix Makefiles” /cygdrive/e/Workspace/C++/dtrepository/project/KinectGames
    — The C compiler identification is GNU 5.4.0
    — The CXX compiler identification is GNU 5.4.0
    — Check for working C compiler: c:/cygwin64/bin/gcc.exe
    — Check for working C compiler: c:/cygwin64/bin/gcc.exe — works
    — Detecting C compiler ABI info
    — Detecting C compiler ABI info – done
    — Detecting C compile features
    — Detecting C compile features – done
    — Check for working CXX compiler: c:/cygwin64/bin/g++.exe
    — Check for working CXX compiler: c:/cygwin64/bin/g++.exe — works
    — Detecting CXX compiler ABI info
    — Detecting CXX compiler ABI info – done
    — Detecting CXX compile features
    — Detecting CXX compile features – done
    — Configuring done
    — Generating done
    — Build files have been written to: /cygdrive/e/Workspace/C++/dtrepository/project/KinectGames/cmake-build-debug
    Cannot get compiler information for configuration Debug:
    Compiler exited with error code 1: C:\cygwin64\bin\g++.exe -xc++ -DACTORPICKERMODE_API=”” -DADDCONTENTDIALOG_API=”” -DADVERTISING_API=”” -DAIGRAPH_API=”” -DAIMODULE_API=”” -DAITESTSUITE_API=”” -DALEMBICIMPORTER_API=”” -DALEMBICLIBRARY_API=”” -DALLDESKTOPTARGETPLATFORM_API=”” -DANALYTICSBLUEPRINTLIBRARY_API=”” -DANALYTICSET_API=”” -DANALYTICSMULTICASTEDITOR_API=”” -DANALYTICSMULTICAST_API=”” -DANALYTICSVISUALEDITING_API=”” -DANALYTICS_API=”” -DANDROIDDEVICEDETECTION_API=”” -DANDROIDMEDIAEDITOR_API=”” -DANDROIDMEDIAFACTORY_API=”” -DANDROIDMEDIA_API=”” -DANDROIDPLATFORMEDITOR_API=”” -DANDROIDRUNTIMESETTINGS_API=”” -DANDROIDTARGETPLATFORM_API=”” -DANDROID_ASTCTARGETPLATFORM_API=”” -DANDROID_ATCTARGETPLATFORM_API=”” -DANDROID_DXTTARGETPLATFORM_API=”” -DANDROID_ETC1TARGETPLATFORM_API=”” -DANDROID_ETC2TARGETPLATFORM_API=”” -DANDROID_MULTITARGETPLATFORM_API=”” -DANDROID_PVRTCTARGETPLATFORM_API=”” -DANIMATIONBLUEPRINTEDITOR_API=”” -DANIMATIONEDITOR_API=”” -DANIMGRAPHRUNTIME_API=”” -DANIMGRAPH_API=”” -DANSEL_API=”” -DANSEL_DLL=AnselSDK64.dll -DAPPFRAMEWORK_API=”” -DAPSALAREDITOR_API=”” -DARCHVISCHARACTER_API=”” -DASSETREGISTRY_API=”” -DASSETTOOLS_API=”” -DASYNC_DEFERRED_DELETION=1 -DAUDIOCAPTURE_API=”” -DAUDIOFORMATADPCM_API=”” -DAUDIOFORMATOGG_API=”” -DAUDIOFORMATOPUS_API=”” -DAUDIOMIXERXAUDIO2_API=”” -DAUDIOMIXER_API=”” -DAUTOMATIONCONTROLLER_API=”” -DAUTOMATIONMESSAGES_API=”” -DAUTOMATIONWINDOW_API=”” -DAUTOMATIONWORKER_API=”” -DAVFMEDIAEDITOR_API=”” -DAVFMEDIAFACTORY_API=”” -DAVFMEDIA_API=”” -DBEHAVIORTREEEDITOR_API=”” -DBLANKMODULE_API=”” -DBLANKPLUGIN_API=”” -DBLUEPRINTCOMPILERCPPBACKEND_API=”” -DBLUEPRINTGRAPH_API=”” -DBLUEPRINTNATIVECODEGEN_API=”” -DBLUEPRINTPROFILER_API=”” -DBLUEPRINTRUNTIME_API=”” -DBLUEPRINTSTATS_API=”” -DBLUTILITY_API=”” -DBSPMODE_API=”” -DBUILDING_STATIC -DBUILDPATCHSERVICES_API=”” -DCABLECOMPONENT_API=”” -DCASCADE_API=”” -DCEF3UTILS_API=”” -DCHARACTERAI_API=”” -DCINEMATICCAMERA_API=”” -DCLASSVIEWER_API=”” -DCLIONSOURCECODEACCESS_API=”” -DCODEEDITOR_API=”” -DCODEVIEW_API=”” -DCOLLECTIONMANAGER_API=”” -DCOLLISIONANALYZER_API=”” -DCOMPONENTVISUALIZERS_API=”” -DCONFIGEDITOR_API=”” -DCONTENTBROWSER_API=”” -DCOREUOBJECT_API=”” -DCORE_API=”” -DCRASHTRACKER_API=”” -DCURVEASSETEDITOR_API=”” -DCURVETABLEEDITOR_API=”” -DCUSTOMMESHCOMPONENT_API=”” -DD3D11RHI_API=”” -DD3D12RHI_API=”” -DDATABASESUPPORT_API=”” -DDATATABLEEDITOR_API=”” -DDEBUG_RESOURCE_STATES=0 -DDEPRECATED_FORGAME=DEPRECATED -DDERIVEDDATACACHE_API=”” -DDESKTOPPLATFORM_API=”” -DDESKTOPWIDGETS_API=”” -DDESTRUCTIBLEMESHEDITOR_API=”” -DDETAILCUSTOMIZATIONS_API=”” -DDEVICEMANAGER_API=”” -DDEVICEPROFILEEDITOR_API=”” -DDEVICEPROFILESERVICES_API=”” -DDIRECTORYWATCHER_API=”” -DDISTCURVEEDITOR_API=”” -DDOCUMENTATION_API=”” -DDX_MAX_MSAA_COUNT=8 -DEDITORLIVESTREAMING_API=”” -DEDITORSETTINGSVIEWER_API=”” -DEDITORSTYLE_API=”” -DEDITORTESTS_API=”” -DEDITORWIDGETS_API=”” -DEIGEN_MPL2_ONLY -DENABLE_HTTP_FOR_NFS=1 -DENABLE_OLD_GAMEPLAY_DEBUGGER=0 -DENABLE_RESIDENCY_MANAGEMENT=1 -DENGINEMESSAGES_API=”” -DENGINESETTINGS_API=”” -DENGINE_API=”” -DENVIRONMENTQUERYEDITOR_API=”” -DEPICSURVEY_API=”” -DEXAMPLEDEVICEPROFILESELECTOR_API=”” -DEXTERNALIMAGEPICKER_API=”” -DFBXAUTOMATIONTESTBUILDER_API=”” -DFILELOGGING_API=”” -DFLURRYEDITOR_API=”” -DFOLIAGEEDIT_API=”” -DFOLIAGE_API=”” -DFONTEDITOR_API=”” -DFUNCTIONALTESTINGEDITOR_API=”” -DFUNCTIONALTESTING_API=”” -DGAMECIRCLERUNTIMESETTINGS_API=”” -DGAMELIVESTREAMING_API=”” -DGAMEPLAYABILITIESEDITOR_API=”” -DGAMEPLAYABILITIES_API=”” -DGAMEPLAYDEBUGGER_API=”” -DGAMEPLAYTAGSEDITOR_API=”” -DGAMEPLAYTAGS_API=”” -DGAMEPLAYTASKSEDITOR_API=”” -DGAMEPLAYTASKS_API=”” -DGAMEPROJECTGENERATION_API=”” -DGAMMAUI_API=”” -DGEOMETRYCACHEED_API=”” -DGEOMETRYCACHE_API=”” -DGEOMETRYMODE_API=”” -DGITSOURCECONTROL_API=”” -DGOOGLEVRCONTROLLER_API=”” -DGOOGLEVRHMD_API=”” -DGRAPHEDITOR_API=”” -DHARDWARESURVEY_API=”” -DHARDWARETARGETING_API=”” -DHAS_OODLE_SDK=0 -DHEADMOUNTEDDISPLAY_API=”” -DHIERARCHICALLODOUTLINER_API=”” -DHIERARCHICALLODUTILITIES_API=”” -DHOTFIX_API=”” -DHOTRELOAD_API=”” -DHTML5NETWORKING_API=”” -DHTML5PLATFORMEDITOR_API=”” -DHTML5TARGETPLATFORM_API=”” -DHTTPNETWORKREPLAYSTREAMING_API=”” -DHTTP_API=”” -DHTTP_PACKAGE=1 -DICMP_API=”” -DICMP_PACKAGE=1 -DIMAGECORE_API=”” -DIMAGEWRAPPER_API=”” -DINPUTBINDINGEDITOR_API=”” -DINPUTCORE_API=”” -DINPUTDEVICE_API=”” -DINTERNATIONALIZATIONSETTINGS_API=”” -DINTERNATIONALIZATION_API=”” -DINTROTUTORIALS_API=”” -DIOSPLATFORMEDITOR_API=”” -DIOSRUNTIMESETTINGS_API=”” -DIOSTARGETPLATFORM_API=”” -DIS_MONOLITHIC=0 -DIS_PROGRAM=0 -DJSONUTILITIES_API=”” -DJSON_API=”” -DKINECTGAMES_API=”” -DKISMETCOMPILER_API=”” -DKISMETWIDGETS_API=”” -DKISMET_API=”” -DLANDSCAPEEDITOR_API=”” -DLANDSCAPE_API=”” -DLAUNCHDAEMONMESSAGES_API=”” -DLAUNCHERSERVICES_API=”” -DLAUNCH_API=”” -DLAYERS_API=”” -DLEAPMOTION_API=”” -DLEVELEDITOR_API=”” -DLEVELSEQUENCEEDITOR_API=”” -DLEVELSEQUENCE_API=”” -DLIGHTPROPAGATIONVOLUMEEDITOR_API=”” -DLIGHTPROPAGATIONVOLUMERUNTIME_API=”” -DLOBBY_API=”” -DLOBBY_PACKAGE=1 -DLOCALIZATIONDASHBOARD_API=”” -DLOCALIZATIONSERVICE_API=”” -DLOCALIZATION_API=”” -DLOGVISUALIZER_API=”” -DMACCLIENTTARGETPLATFORM_API=”” -DMACNOEDITORTARGETPLATFORM_API=”” -DMACSERVERTARGETPLATFORM_API=”” -DMACTARGETPLATFORM_API=”” -DMAINFRAME_API=”” -DMATERIALEDITOR_API=”” -DMATERIALSHADERQUALITYSETTINGS_API=”” -DMATERIALUTILITIES_API=”” -DMATINEETOLEVELSEQUENCE_API=”” -DMATINEE_API=”” -DMAX_CBS=8 -DMAX_ROOT_CBVS=MAX_CBS -DMAX_SRVS=32 -DMEDIAASSETS_API=”” -DMEDIAPLAYEREDITOR_API=”” -DMEDIAUTILS_API=”” -DMEDIA_API=”” -DMERGEACTORS_API=”” -DMERGE_API=”” -DMESHBONEREDUCTION_API=”” -DMESHPAINT_API=”” -DMESHUTILITIES_API=”” -DMESSAGELOG_API=”” -DMESSAGINGDEBUGGER_API=”” -DMESSAGINGRPC_API=”” -DMESSAGING_API=”” -DMETALSHADERFORMAT_API=”” -DMIDIDEVICE_API=”” -DMOBILELAUNCHERPROFILEWIZARD_API=”” -DMOBILEPATCHINGUTILS_API=”” -DMODULEUI_API=”” -DMOVIEPLAYER_API=”” -DMOVIESCENECAPTUREDIALOG_API=”” -DMOVIESCENECAPTURE_API=”” -DMOVIESCENETOOLS_API=”” -DMOVIESCENETRACKS_API=”” -DMOVIESCENE_API=”” -DNAVMESH_API=”” -DNDEBUG=1 -DNETCODEUNITTEST_API=”” -DNETWORKFILESYSTEM_API=”” -DNETWORKFILE_API=”” -DNETWORKING_API=”” -DNETWORKREPLAYSTREAMING_API=”” -DNEWLEVELDIALOG_API=”” -DNIAGARAEDITOR_API=”” -DNIAGARA_API=”” -DNULLDRV_API=”” -DNULLNETWORKREPLAYSTREAMING_API=”” -DNUTUNREALENGINE4_API=”” -DOCULUSAUDIO_API=”” -DOCULUSINPUT_API=”” -DOCULUSLIBRARY_API=”” -DOCULUSRIFT_API=”” -DONESKYLOCALIZATIONSERVICE_API=”” -DONLINEBLUEPRINTSUPPORT_API=”” -DONLINESUBSYSTEMAMAZON_API=”” -DONLINESUBSYSTEMAMAZON_PACKAGE=1 -DONLINESUBSYSTEMFACEBOOK_API=”” -DONLINESUBSYSTEMFACEBOOK_PACKAGE=1 -DONLINESUBSYSTEMNULL_API=”” -DONLINESUBSYSTEMNULL_PACKAGE=1 -DONLINESUBSYSTEMOCULUS_API=”” -DONLINESUBSYSTEMOCULUS_PACKAGE=1 -DONLINESUBSYSTEMSTEAM_API=”” -DONLINESUBSYSTEMSTEAM_PACKAGE=1 -DONLINESUBSYSTEMUTILS_API=”” -DONLINESUBSYSTEMUTILS_PACKAGE=1 -DONLINESUBSYSTEM_API=”” -DONLINESUBSYSTEM_PACKAGE=1 -DOODLEHANDLERCOMPONENT_API=”” -DOPENGLDRV_API=”” -DORIGINAL_FILE_NAME=\”UE4Editor-CLionSourceCodeAccess.dll\” -DORIGINAL_FILE_NAME=\”UE4Editor.exe\” -DOSVRINPUT_API=”” -DOSVR_API=”” -DOUTPUTLOG_API=”” -DPACKAGEDEPENDENCYINFO_API=”” -DPACKAGESDIALOG_API=”” -DPACKETHANDLER_API=”” -DPAKFILE_API=”” -DPAPER2DEDITOR_API=”” -DPAPER2D_API=”” -DPAPERSPRITESHEETIMPORTER_API=”” -DPAPERTILEDIMPORTER_API=”” -DPARTY_API=”” -DPARTY_PACKAGE=1 -DPERFCOUNTERS_API=”” -DPERFORCESOURCECONTROL_API=”” -DPERSONA_API=”” -DPHAT_API=”” -DPHYA_API=”” -DPHYSXFORMATS_API=”” -DPIPELINE_STATE_FILE_LOCATION=FPaths::GameSavedDir -DPIXELINSPECTORMODULE_API=”” -DPLACEMENTMODE_API=”” -DPLATFORM_SUPPORTS_MGPU=1 -DPLATFORM_WINDOWS=1 -DPLISTEDITOR_API=”” -DPLUGINBROWSER_API=”” -DPLUGINWARDEN_API=”” -DPORTALMESSAGES_API=”” -DPORTALPROXIES_API=”” -DPORTALRPC_API=”” -DPORTALSERVICES_API=”” -DPROCEDURALMESHCOMPONENTEDITOR_API=”” -DPROCEDURALMESHCOMPONENT_API=”” -DPROFILERCLIENT_API=”” -DPROFILERMESSAGES_API=”” -DPROFILERSERVICE_API=”” -DPROFILER_API=”” -DPROJECTLAUNCHER_API=”” -DPROJECTSETTINGSVIEWER_API=”” -DPROJECTS_API=”” -DPROJECTTARGETPLATFORMEDITOR_API=”” -DPROPERTYEDITOR_API=”” -DQOS_API=”” -DQOS_PACKAGE=1 -DRAWMESH_API=”” -DREALTIMEPROFILER_API=”” -DREFERENCEVIEWER_API=”” -DRELIABILITYHANDLERCOMPONENT_API=”” -DRENDERCORE_API=”” -DRENDERER_API=”” -DRESIDENCY_PIPELINE_DEPTH=6 -DRHI_API=”” -DRUNTIMETESTS_API=”” -DSANDBOXFILE_API=”” -DSCENEDEPTHPICKERMODE_API=”” -DSCENEOUTLINER_API=”” -DSCREENSHOTCOMPARISONTOOLS_API=”” -DSCREENSHOTCOMPARISON_API=”” -DSCREENSHOTTOOLS_API=”” -DSCRIPTEDITORPLUGIN_API=”” -DSCRIPTPLUGIN_API=”” -DSEQUENCERECORDERSECTIONS_API=”” -DSEQUENCERECORDER_API=”” -DSEQUENCERWIDGETS_API=”” -DSEQUENCER_API=”” -DSERIALIZATION_API=”” -DSESSIONFRONTEND_API=”” -DSESSIONMESSAGES_API=”” -DSESSIONSERVICES_API=”” -DSETTINGSEDITOR_API=”” -DSETTINGS_API=”” -DSHADERCOMPILERCOMMON_API=”” -DSHADERCORE_API=”” -DSHADERFORMATD3D_API=”” -DSHADERFORMATOPENGL_API=”” -DSHADERPREPROCESSOR_API=”” -DSHAREDSETTINGSWIDGETS_API=”” 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-I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/PerforceSourceControl/Source/PerforceSourceControl” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/SubversionSourceControl/Intermediate/Build/Win64/UE4Editor/Inc/SubversionSourceControl” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/SubversionSourceControl/Source/SubversionSourceControl” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/XmlParser/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/XmlParser/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/XmlParser” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/XmlParser” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/UObjectPlugin/Source/Developer/UObjectPlugin/Private” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/UObjectPlugin/Source/UObjectPlugin/Classes” -I”C:/Program Files/Epic 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Games/UE_4.14/Engine/Plugins/Editor/EpicSurvey/Source/EpicSurvey” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/Analytics/Analytics/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/Analytics/Analytics/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/Analytics” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/Analytics/Analytics” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/ImageWrapper/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/ImageWrapper/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/ImageWrapper” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/ImageWrapper” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/OnlineSubsystem/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Online/OnlineSubsystem/Source/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Online/OnlineSubsystem/Source/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Online/OnlineSubsystem/Intermediate/Build/Win64/UE4Editor/Inc/OnlineSubsystem” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Online/OnlineSubsystem/Source” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/MobileLauncherProfileWizard/Source/MobileLauncherProfileWizard/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/MobileLauncherProfileWizard/Intermediate/Build/Win64/UE4Editor/Inc/MobileLauncherProfileWizard” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/MobileLauncherProfileWizard/Source/MobileLauncherProfileWizard” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LauncherServices/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LauncherServices/Public/Common” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LauncherServices/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/LauncherServices” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LauncherServices” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetDeviceServices/Classes” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetDeviceServices/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetDeviceServices/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/TargetDeviceServices” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetDeviceServices” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetPlatform/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetPlatform/Public/Common” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetPlatform/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/TargetPlatform” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetPlatform” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets/Colors” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets/Testing” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets/Views” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets/Workflow” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/AppFramework” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/PluginBrowser/Source/PluginBrowser/Public” 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  11. JayT says:

    Does anybody know what does it mean? I try to use CLion on windows, and this is what I get when using Cygwin…

    Cannot get compiler information for configuration Debug:
    Compiler exited with error code 1: C:\cygwin64\bin\g++.exe -xc++ -DACTORPICKERMODE_API=””
    g++: error: (: No such file or directory
    g++: error: ): No such file or directory
    Using built-in specs.
    COLLECT_GCC=/usr/bin/g++
    Target: x86_64-pc-cygwin
    Configured with: /cygdrive/i/szsz/tmpp/gcc/gcc-5.4.0-1.x86_64/src/gcc-5.4.0/configure
    Thread model: posix
    gcc version 5.4.0 (GCC)

  12. Joseph England says:

    Are the instructions here: https://github.com/dotBunny/CLionSourceCodeAccess/wiki/Setup still valid? We upgraded to UE 4.15 and cannot get the plugin to compile on linux.
    Fails with the error “Plugin CLionSourceCodeAccess failed to load because ‘CLionSourceCodeAccess’ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project”.
    Might be doing something dumb, but the plugin worked very well on the same systems for UE 4.14
    I can post more details if needed.
    Has this been confirmed to work on linux for 4.15?

    • Anastasia Kazakova says:

      Could you please share the file where this problem happens or better some sample project to reproduce?

  13. Also If I have CLion closed & then I add some C++ component. It would open two CLions. I have also reported it as a bug but seems like the development is stopped https://github.com/dotBunny/CLionSourceCodeAccess/issues/27

    • Anastasia Kazakova says:

      I haven’t experienced this problem but maybe it was introduced recently. Unfortunately, I don’t know much about this part of the plugin. I was only contributing to the CMake generation itself. Will try to ping the authors if they have any ideas about the problem.

  14. Ivan says:

    Hi, everyone!
    Thank you for this article! But i have a problem: after i downloaded plugin, i created folder in \Epic Games\UE_4.13\Engine\Plugins\CLionSourceCodeAccess (there is all files from repository). Next step, i opened my Blueprints project and take a error “missing or incompatible modules in CLionSourceCodeAccess plugin – would you like to disable it? You will no longer be able to open any assets created using it.” If i choose “Yes” – “Plugin CLionSourceCodeAccess failed to load because module CLionSourceCodeAccess could not be found. …”, else “No” – “Plugin OnlineSubsystem faild to load because module OnlineSubsystem could not be found”. What can i do?

  15. Sam says:

    Is it possible to share a cached index of UE4 across projects? This will save each project re-indexing.

    • Anastasia Kazakova says:

      No, it’s not possible for now. And the task is not easy, as you have to match many different libraries location and platforms configurations.

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